/*
* Copyright (C) 1997-2001 Id Software, Inc.
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
* 
* See the GNU General Public License for more details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*  
*/

// Created on 13.11.2003 by RST.

// $Id: M_Brain.java,v 1.4 2005/11/20 22:18:33 salomo Exp $
using System;
using Defines = Suake2.UI.Defines;
using Suake2.UI.game;
using Lib = Suake2.UI.util.Lib;
using Math3D = Suake2.UI.util.Math3D;
namespace Suake2.UI.game.monsters
{
	
	public class M_Brain
	{
		public M_Brain()
		{
			InitBlock();
		}
		public class AnonymousClassEntInteractAdapter:EntInteractAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_sight";
				}
				
			}
			public override bool interact(edict_t self, edict_t other)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Brain.sound_sight, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_search";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Brain.sound_search, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter1:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_stand";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_stand;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter2:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_idle";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_AUTO, jake2.game.monsters.M_Brain.sound_idle3, 1, Defines.ATTN_IDLE, 0);
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_idle;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter3:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_walk";
				}
				
			}
			public override bool think(edict_t self)
			{
				//			if (random() <= 0.5)
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_walk1;
				//		else
				//			self.monsterinfo.currentmove = &brain_move_walk2;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter4:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_duck_down";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0)
					return true;
				self.monsterinfo.aiflags |= Defines.AI_DUCKED;
				self.maxs[2] -= 32;
				self.takedamage = Defines.DAMAGE_YES;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter5:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_duck_hold";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameBase.level.time >= self.monsterinfo.pausetime)
					self.monsterinfo.aiflags &= ~ Defines.AI_HOLD_FRAME;
				else
					self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter6:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_duck_up";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.aiflags &= ~ Defines.AI_DUCKED;
				self.maxs[2] += 32;
				self.takedamage = Defines.DAMAGE_AIM;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntDodgeAdapter:EntDodgeAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_dodge";
				}
				
			}
			public override void  dodge(edict_t self, edict_t attacker, float eta)
			{
				if (Lib.random() > 0.25)
					return ;
				
				if (self.enemy == null)
					self.enemy = attacker;
				
				self.monsterinfo.pausetime = GameBase.level.time + eta + 0.5f;
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_duck;
				return ;
			}
		}
		public class AnonymousClassEntThinkAdapter7:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_dead";
				}
				
			}
			public override bool think(edict_t self)
			{
				Math3D.VectorSet(self.mins, - 16, - 16, - 24);
				Math3D.VectorSet(self.maxs, 16, 16, - 8);
				self.movetype = Defines.MOVETYPE_TOSS;
				self.svflags |= Defines.SVF_DEADMONSTER;
				self.nextthink = 0;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter8:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_swing_right";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_BODY, jake2.game.monsters.M_Brain.sound_melee1, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter9:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_hit_right";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] aim = new float[]{0, 0, 0};
				
				Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.maxs[0], 8);
				if (GameWeapon.fire_hit(self, aim, (15 + (Lib.rand() % 5)), 40))
					GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Brain.sound_melee3, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter10:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_swing_left";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_BODY, jake2.game.monsters.M_Brain.sound_melee2, 1, Defines.ATTN_NORM, 0);
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter11:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_hit_left";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] aim = new float[]{0, 0, 0};
				
				Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], 8);
				if (GameWeapon.fire_hit(self, aim, (15 + (Lib.rand() % 5)), 40))
					GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Brain.sound_melee3, 1, Defines.ATTN_NORM, 0);
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter12:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_chest_open";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.spawnflags &= ~ 65536;
				self.monsterinfo.power_armor_type = Defines.POWER_ARMOR_NONE;
				GameBase.gi.sound(self, Defines.CHAN_BODY, jake2.game.monsters.M_Brain.sound_chest_open, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter13:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_tentacle_attack";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				float[] aim = new float[]{0, 0, 0};
				
				Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 8);
				if (GameWeapon.fire_hit(self, aim, (10 + (Lib.rand() % 5)), - 600) && GameBase.skill.value_Renamed > 0)
					self.spawnflags |= 65536;
				GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Brain.sound_tentacles_retract, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter14:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_chest_closed";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				self.monsterinfo.power_armor_type = Defines.POWER_ARMOR_SCREEN;
				if ((self.spawnflags & 65536) != 0)
				{
					self.spawnflags &= ~ 65536;
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_attack1;
				}
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter15:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_melee";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (Lib.random() <= 0.5)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_attack1;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_attack2;
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter16:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_run";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.power_armor_type = Defines.POWER_ARMOR_SCREEN;
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_stand;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_run;
				return true;
			}
		}
		public class AnonymousClassEntPainAdapter:EntPainAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_pain";
				}
				
			}
			public override void  pain(edict_t self, edict_t other, float kick, int damage)
			{
				float r;
				
				if (self.health < (self.max_health / 2))
					self.s.skinnum = 1;
				
				if (GameBase.level.time < self.pain_debounce_time)
					return ;
				
				self.pain_debounce_time = GameBase.level.time + 3;
				if (GameBase.skill.value_Renamed == 3)
					return ; // no pain anims in nightmare
				
				r = Lib.random();
				if (r < 0.33)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Brain.sound_pain1, 1, Defines.ATTN_NORM, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_pain1;
				}
				else if (r < 0.66)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Brain.sound_pain2, 1, Defines.ATTN_NORM, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_pain2;
				}
				else
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Brain.sound_pain1, 1, Defines.ATTN_NORM, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_pain3;
				}
			}
		}
		public class AnonymousClassEntDieAdapter:EntDieAdapter
		{
			override public System.String ID
			{
				get
				{
					return "brain_die";
				}
				
			}
			public override void  die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
			{
				int n;
				
				self.s.effects = 0;
				self.monsterinfo.power_armor_type = Defines.POWER_ARMOR_NONE;
				
				//	   check for gib
				if (self.health <= self.gib_health)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi.soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0);
					for (n = 0; n < 2; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, Defines.GIB_ORGANIC);
					for (n = 0; n < 4; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC);
					GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, Defines.GIB_ORGANIC);
					self.deadflag = Defines.DEAD_DEAD;
					return ;
				}
				
				if (self.deadflag == Defines.DEAD_DEAD)
					return ;
				
				//	   regular death
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Brain.sound_death, 1, Defines.ATTN_NORM, 0);
				self.deadflag = Defines.DEAD_DEAD;
				self.takedamage = Defines.DAMAGE_YES;
				if (Lib.random() <= 0.5)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_death1;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Brain.brain_move_death2;
			}
		}
		private void  InitBlock()
		{
			brain_frames_stand = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			brain_frames_idle = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			brain_frames_walk1 = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 7, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 3, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 3, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 1, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 9, null), new mframe_t(GameAI.ai_walk_Renamed_Field, - 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null)};
			brain_frames_death2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 9, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			brain_frames_death1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 9, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			brain_frames_attack1 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 8, null), new mframe_t(GameAI.ai_charge, 3, null), new mframe_t(GameAI.ai_charge, 5, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, - 3, brain_swing_right), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, - 5, null), new mframe_t(GameAI.ai_charge, - 7, brain_hit_right), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 6, brain_swing_left), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 2, brain_hit_left), new mframe_t(GameAI.ai_charge, - 3, null), new mframe_t(GameAI.ai_charge, 6, null), new mframe_t(GameAI.ai_charge, - 1, null), new mframe_t(GameAI.ai_charge, - 3, null), new mframe_t(GameAI.ai_charge, 2, null), new mframe_t(GameAI.ai_charge, - 11, null)};
			brain_frames_attack2 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 5, null), new mframe_t(GameAI.ai_charge, - 4, null), new mframe_t(GameAI.ai_charge, - 4, null), new mframe_t(GameAI.ai_charge, - 3, null), new mframe_t(GameAI.ai_charge, 0, brain_chest_open), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 13, brain_tentacle_attack), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 2, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, - 9, brain_chest_closed), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 4, null), new mframe_t(GameAI.ai_charge, 3, null), new mframe_t(GameAI.ai_charge, 2, null), new mframe_t(GameAI.ai_charge, - 3, null), new mframe_t(GameAI.ai_charge, - 6, null)};
			brain_frames_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 9, null), new mframe_t(GameAI.ai_run, 2, null), new mframe_t(GameAI.ai_run, 3, null), new mframe_t(GameAI.ai_run, 3, null), new mframe_t(GameAI.ai_run, 1, null), new mframe_t(GameAI.ai_run, 0, null), new mframe_t(GameAI.ai_run, 0, null), new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, - 4, null), new mframe_t(GameAI.ai_run, - 1, null), new mframe_t(GameAI.ai_run, 2, null)};
			brain_frames_defense = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			brain_frames_pain3 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 4, null)};
			brain_frames_pain2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null)};
			brain_frames_pain1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 7, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null)};
			brain_frames_duck = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, brain_duck_down), new mframe_t(GameAI.ai_move_Renamed_Field, 17, brain_duck_hold), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, brain_duck_up), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 6, null)};
		}
		
		public const int FRAME_walk101 = 0;
		
		public const int FRAME_walk102 = 1;
		
		public const int FRAME_walk103 = 2;
		
		public const int FRAME_walk104 = 3;
		
		public const int FRAME_walk105 = 4;
		
		public const int FRAME_walk106 = 5;
		
		public const int FRAME_walk107 = 6;
		
		public const int FRAME_walk108 = 7;
		
		public const int FRAME_walk109 = 8;
		
		public const int FRAME_walk110 = 9;
		
		public const int FRAME_walk111 = 10;
		
		public const int FRAME_walk112 = 11;
		
		public const int FRAME_walk113 = 12;
		
		public const int FRAME_walk201 = 13;
		
		public const int FRAME_walk202 = 14;
		
		public const int FRAME_walk203 = 15;
		
		public const int FRAME_walk204 = 16;
		
		public const int FRAME_walk205 = 17;
		
		public const int FRAME_walk206 = 18;
		
		public const int FRAME_walk207 = 19;
		
		public const int FRAME_walk208 = 20;
		
		public const int FRAME_walk209 = 21;
		
		public const int FRAME_walk210 = 22;
		
		public const int FRAME_walk211 = 23;
		
		public const int FRAME_walk212 = 24;
		
		public const int FRAME_walk213 = 25;
		
		public const int FRAME_walk214 = 26;
		
		public const int FRAME_walk215 = 27;
		
		public const int FRAME_walk216 = 28;
		
		public const int FRAME_walk217 = 29;
		
		public const int FRAME_walk218 = 30;
		
		public const int FRAME_walk219 = 31;
		
		public const int FRAME_walk220 = 32;
		
		public const int FRAME_walk221 = 33;
		
		public const int FRAME_walk222 = 34;
		
		public const int FRAME_walk223 = 35;
		
		public const int FRAME_walk224 = 36;
		
		public const int FRAME_walk225 = 37;
		
		public const int FRAME_walk226 = 38;
		
		public const int FRAME_walk227 = 39;
		
		public const int FRAME_walk228 = 40;
		
		public const int FRAME_walk229 = 41;
		
		public const int FRAME_walk230 = 42;
		
		public const int FRAME_walk231 = 43;
		
		public const int FRAME_walk232 = 44;
		
		public const int FRAME_walk233 = 45;
		
		public const int FRAME_walk234 = 46;
		
		public const int FRAME_walk235 = 47;
		
		public const int FRAME_walk236 = 48;
		
		public const int FRAME_walk237 = 49;
		
		public const int FRAME_walk238 = 50;
		
		public const int FRAME_walk239 = 51;
		
		public const int FRAME_walk240 = 52;
		
		public const int FRAME_attak101 = 53;
		
		public const int FRAME_attak102 = 54;
		
		public const int FRAME_attak103 = 55;
		
		public const int FRAME_attak104 = 56;
		
		public const int FRAME_attak105 = 57;
		
		public const int FRAME_attak106 = 58;
		
		public const int FRAME_attak107 = 59;
		
		public const int FRAME_attak108 = 60;
		
		public const int FRAME_attak109 = 61;
		
		public const int FRAME_attak110 = 62;
		
		public const int FRAME_attak111 = 63;
		
		public const int FRAME_attak112 = 64;
		
		public const int FRAME_attak113 = 65;
		
		public const int FRAME_attak114 = 66;
		
		public const int FRAME_attak115 = 67;
		
		public const int FRAME_attak116 = 68;
		
		public const int FRAME_attak117 = 69;
		
		public const int FRAME_attak118 = 70;
		
		public const int FRAME_attak201 = 71;
		
		public const int FRAME_attak202 = 72;
		
		public const int FRAME_attak203 = 73;
		
		public const int FRAME_attak204 = 74;
		
		public const int FRAME_attak205 = 75;
		
		public const int FRAME_attak206 = 76;
		
		public const int FRAME_attak207 = 77;
		
		public const int FRAME_attak208 = 78;
		
		public const int FRAME_attak209 = 79;
		
		public const int FRAME_attak210 = 80;
		
		public const int FRAME_attak211 = 81;
		
		public const int FRAME_attak212 = 82;
		
		public const int FRAME_attak213 = 83;
		
		public const int FRAME_attak214 = 84;
		
		public const int FRAME_attak215 = 85;
		
		public const int FRAME_attak216 = 86;
		
		public const int FRAME_attak217 = 87;
		
		public const int FRAME_pain101 = 88;
		
		public const int FRAME_pain102 = 89;
		
		public const int FRAME_pain103 = 90;
		
		public const int FRAME_pain104 = 91;
		
		public const int FRAME_pain105 = 92;
		
		public const int FRAME_pain106 = 93;
		
		public const int FRAME_pain107 = 94;
		
		public const int FRAME_pain108 = 95;
		
		public const int FRAME_pain109 = 96;
		
		public const int FRAME_pain110 = 97;
		
		public const int FRAME_pain111 = 98;
		
		public const int FRAME_pain112 = 99;
		
		public const int FRAME_pain113 = 100;
		
		public const int FRAME_pain114 = 101;
		
		public const int FRAME_pain115 = 102;
		
		public const int FRAME_pain116 = 103;
		
		public const int FRAME_pain117 = 104;
		
		public const int FRAME_pain118 = 105;
		
		public const int FRAME_pain119 = 106;
		
		public const int FRAME_pain120 = 107;
		
		public const int FRAME_pain121 = 108;
		
		public const int FRAME_pain201 = 109;
		
		public const int FRAME_pain202 = 110;
		
		public const int FRAME_pain203 = 111;
		
		public const int FRAME_pain204 = 112;
		
		public const int FRAME_pain205 = 113;
		
		public const int FRAME_pain206 = 114;
		
		public const int FRAME_pain207 = 115;
		
		public const int FRAME_pain208 = 116;
		
		public const int FRAME_pain301 = 117;
		
		public const int FRAME_pain302 = 118;
		
		public const int FRAME_pain303 = 119;
		
		public const int FRAME_pain304 = 120;
		
		public const int FRAME_pain305 = 121;
		
		public const int FRAME_pain306 = 122;
		
		public const int FRAME_death101 = 123;
		
		public const int FRAME_death102 = 124;
		
		public const int FRAME_death103 = 125;
		
		public const int FRAME_death104 = 126;
		
		public const int FRAME_death105 = 127;
		
		public const int FRAME_death106 = 128;
		
		public const int FRAME_death107 = 129;
		
		public const int FRAME_death108 = 130;
		
		public const int FRAME_death109 = 131;
		
		public const int FRAME_death110 = 132;
		
		public const int FRAME_death111 = 133;
		
		public const int FRAME_death112 = 134;
		
		public const int FRAME_death113 = 135;
		
		public const int FRAME_death114 = 136;
		
		public const int FRAME_death115 = 137;
		
		public const int FRAME_death116 = 138;
		
		public const int FRAME_death117 = 139;
		
		public const int FRAME_death118 = 140;
		
		public const int FRAME_death201 = 141;
		
		public const int FRAME_death202 = 142;
		
		public const int FRAME_death203 = 143;
		
		public const int FRAME_death204 = 144;
		
		public const int FRAME_death205 = 145;
		
		public const int FRAME_duck01 = 146;
		
		public const int FRAME_duck02 = 147;
		
		public const int FRAME_duck03 = 148;
		
		public const int FRAME_duck04 = 149;
		
		public const int FRAME_duck05 = 150;
		
		public const int FRAME_duck06 = 151;
		
		public const int FRAME_duck07 = 152;
		
		public const int FRAME_duck08 = 153;
		
		public const int FRAME_defens01 = 154;
		
		public const int FRAME_defens02 = 155;
		
		public const int FRAME_defens03 = 156;
		
		public const int FRAME_defens04 = 157;
		
		public const int FRAME_defens05 = 158;
		
		public const int FRAME_defens06 = 159;
		
		public const int FRAME_defens07 = 160;
		
		public const int FRAME_defens08 = 161;
		
		public const int FRAME_stand01 = 162;
		
		public const int FRAME_stand02 = 163;
		
		public const int FRAME_stand03 = 164;
		
		public const int FRAME_stand04 = 165;
		
		public const int FRAME_stand05 = 166;
		
		public const int FRAME_stand06 = 167;
		
		public const int FRAME_stand07 = 168;
		
		public const int FRAME_stand08 = 169;
		
		public const int FRAME_stand09 = 170;
		
		public const int FRAME_stand10 = 171;
		
		public const int FRAME_stand11 = 172;
		
		public const int FRAME_stand12 = 173;
		
		public const int FRAME_stand13 = 174;
		
		public const int FRAME_stand14 = 175;
		
		public const int FRAME_stand15 = 176;
		
		public const int FRAME_stand16 = 177;
		
		public const int FRAME_stand17 = 178;
		
		public const int FRAME_stand18 = 179;
		
		public const int FRAME_stand19 = 180;
		
		public const int FRAME_stand20 = 181;
		
		public const int FRAME_stand21 = 182;
		
		public const int FRAME_stand22 = 183;
		
		public const int FRAME_stand23 = 184;
		
		public const int FRAME_stand24 = 185;
		
		public const int FRAME_stand25 = 186;
		
		public const int FRAME_stand26 = 187;
		
		public const int FRAME_stand27 = 188;
		
		public const int FRAME_stand28 = 189;
		
		public const int FRAME_stand29 = 190;
		
		public const int FRAME_stand30 = 191;
		
		public const int FRAME_stand31 = 192;
		
		public const int FRAME_stand32 = 193;
		
		public const int FRAME_stand33 = 194;
		
		public const int FRAME_stand34 = 195;
		
		public const int FRAME_stand35 = 196;
		
		public const int FRAME_stand36 = 197;
		
		public const int FRAME_stand37 = 198;
		
		public const int FRAME_stand38 = 199;
		
		public const int FRAME_stand39 = 200;
		
		public const int FRAME_stand40 = 201;
		
		public const int FRAME_stand41 = 202;
		
		public const int FRAME_stand42 = 203;
		
		public const int FRAME_stand43 = 204;
		
		public const int FRAME_stand44 = 205;
		
		public const int FRAME_stand45 = 206;
		
		public const int FRAME_stand46 = 207;
		
		public const int FRAME_stand47 = 208;
		
		public const int FRAME_stand48 = 209;
		
		public const int FRAME_stand49 = 210;
		
		public const int FRAME_stand50 = 211;
		
		public const int FRAME_stand51 = 212;
		
		public const int FRAME_stand52 = 213;
		
		public const int FRAME_stand53 = 214;
		
		public const int FRAME_stand54 = 215;
		
		public const int FRAME_stand55 = 216;
		
		public const int FRAME_stand56 = 217;
		
		public const int FRAME_stand57 = 218;
		
		public const int FRAME_stand58 = 219;
		
		public const int FRAME_stand59 = 220;
		
		public const int FRAME_stand60 = 221;
		
		public const float MODEL_SCALE = 1.000000f;
		
		internal static int sound_chest_open;
		
		internal static int sound_tentacles_extend;
		
		internal static int sound_tentacles_retract;
		
		internal static int sound_death;
		
		internal static int sound_idle1;
		
		internal static int sound_idle2;
		
		internal static int sound_idle3;
		
		internal static int sound_pain1;
		
		internal static int sound_pain2;
		
		internal static int sound_sight;
		
		internal static int sound_search;
		
		internal static int sound_melee1;
		
		internal static int sound_melee2;
		
		internal static int sound_melee3;
		
		//UPGRADE_NOTE: The initialization of  'brain_sight' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntInteractAdapter brain_sight;
		
		//UPGRADE_NOTE: The initialization of  'brain_search' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_search;
		
		//
		//	   STAND
		//
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_stand' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_stand;
		
		internal static mmove_t brain_move_stand = new mmove_t(FRAME_stand01, FRAME_stand30, brain_frames_stand, null);
		
		//UPGRADE_NOTE: The initialization of  'brain_stand' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_stand;
		
		//
		//	   IDLE
		//
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_idle' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_idle;
		
		internal static mmove_t brain_move_idle = new mmove_t(FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand);
		
		//UPGRADE_NOTE: The initialization of  'brain_idle' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_idle;
		
		//
		//	   WALK
		//
		//UPGRADE_NOTE: The initialization of  'brain_frames_walk1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_walk1;
		
		internal static mmove_t brain_move_walk1 = new mmove_t(FRAME_walk101, FRAME_walk111, brain_frames_walk1, null);
		
		//	   walk2 is FUBAR, do not use
		/*
		* # if 0 void brain_walk2_cycle(edict_t self) { if (random() > 0.1)
		* self.monsterinfo.nextframe= FRAME_walk220; }
		* 
		* static mframe_t brain_frames_walk2[]= new mframe_t[] { new
		* mframe_t(ai_walk, 3, null), new mframe_t(ai_walk, -2, null), new
		* mframe_t(ai_walk, -4, null), new mframe_t(ai_walk, -3, null), new
		* mframe_t(ai_walk, 0, null), new mframe_t(ai_walk, 1, null), new
		* mframe_t(ai_walk, 12, null), new mframe_t(ai_walk, 0, null), new
		* mframe_t(ai_walk, -3, null), new mframe_t(ai_walk, 0, null), new
		* mframe_t(ai_walk, -2, null), new mframe_t(ai_walk, 0, null), new
		* mframe_t(ai_walk, 0, null), new mframe_t(ai_walk, 1, null), new
		* mframe_t(ai_walk, 0, null), new mframe_t(ai_walk, 0, null), new
		* mframe_t(ai_walk, 0, null), new mframe_t(ai_walk, 0, null), new
		* mframe_t(ai_walk, 0, null), new mframe_t(ai_walk, 10, null, // Cycle
		* Start)
		* 
		* new mframe_t(ai_walk, -1, null), new mframe_t(ai_walk, 7, null), new
		* mframe_t(ai_walk, 0, null), new mframe_t(ai_walk, 3, null), new
		* mframe_t(ai_walk, -3, null), new mframe_t(ai_walk, 2, null), new
		* mframe_t(ai_walk, 4, null), new mframe_t(ai_walk, -3, null), new
		* mframe_t(ai_walk, 2, null), new mframe_t(ai_walk, 0, null), new
		* mframe_t(ai_walk, 4, brain_walk2_cycle), new mframe_t(ai_walk, -1, null),
		* new mframe_t(ai_walk, -1, null), new mframe_t(ai_walk, -8, null,) new
		* mframe_t(ai_walk, 0, null), new mframe_t(ai_walk, 1, null), new
		* mframe_t(ai_walk, 5, null), new mframe_t(ai_walk, 2, null), new
		* mframe_t(ai_walk, -1, null), new mframe_t(ai_walk, -5, null)}; static
		* mmove_t brain_move_walk2= new mmove_t(FRAME_walk201, FRAME_walk240,
		* brain_frames_walk2, null);
		*  # endif
		*/
		//UPGRADE_NOTE: The initialization of  'brain_walk' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_walk;
		
		//
		//	   DUCK
		//
		
		//UPGRADE_NOTE: The initialization of  'brain_duck_down' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_duck_down;
		
		//UPGRADE_NOTE: The initialization of  'brain_duck_hold' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_duck_hold;
		
		//UPGRADE_NOTE: The initialization of  'brain_duck_up' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_duck_up;
		
		//UPGRADE_NOTE: The initialization of  'brain_dodge' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDodgeAdapter brain_dodge;
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_death2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_death2;
		
		//UPGRADE_NOTE: The initialization of  'brain_dead' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_dead;
		
		internal static mmove_t brain_move_death2 = new mmove_t(FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead);
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_death1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_death1;
		
		internal static mmove_t brain_move_death1 = new mmove_t(FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead);
		
		//
		//	   MELEE
		//
		
		//UPGRADE_NOTE: The initialization of  'brain_swing_right' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_swing_right;
		
		//UPGRADE_NOTE: The initialization of  'brain_hit_right' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_hit_right;
		
		//UPGRADE_NOTE: The initialization of  'brain_swing_left' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_swing_left;
		
		//UPGRADE_NOTE: The initialization of  'brain_hit_left' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_hit_left;
		
		//UPGRADE_NOTE: The initialization of  'brain_chest_open' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_chest_open;
		
		//UPGRADE_NOTE: The initialization of  'brain_tentacle_attack' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_tentacle_attack;
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_attack1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_attack1;
		
		//UPGRADE_NOTE: The initialization of  'brain_chest_closed' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_chest_closed;
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_attack2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_attack2;
		
		//UPGRADE_NOTE: The initialization of  'brain_melee' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_melee;
		
		//
		//	   RUN
		//
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_run;
		
		internal static mmove_t brain_move_run = new mmove_t(FRAME_walk101, FRAME_walk111, brain_frames_run, null);
		
		//UPGRADE_NOTE: The initialization of  'brain_run' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter brain_run;
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_defense' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_defense;
		
		internal static mmove_t brain_move_defense = new mmove_t(FRAME_defens01, FRAME_defens08, brain_frames_defense, null);
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_pain3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_pain3;
		
		internal static mmove_t brain_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run);
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_pain2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_pain2;
		
		internal static mmove_t brain_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run);
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_pain1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_pain1;
		
		internal static mmove_t brain_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run);
		
		//UPGRADE_NOTE: The initialization of  'brain_frames_duck' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] brain_frames_duck;
		
		internal static mmove_t brain_move_duck = new mmove_t(FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run);
		
		//UPGRADE_NOTE: The initialization of  'brain_pain' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntPainAdapter brain_pain;
		
		//UPGRADE_NOTE: The initialization of  'brain_die' was moved to static method 'jake2.game.monsters.M_Brain'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDieAdapter brain_die;
		
		internal static mmove_t brain_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run);
		
		internal static mmove_t brain_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run);
		
		/*
		* QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
		* Trigger_Spawn Sight
		*/
		public static void  SP_monster_brain(edict_t self)
		{
			if (GameBase.deathmatch.value_Renamed != 0)
			{
				GameUtil.G_FreeEdict(self);
				return ;
			}
			
			sound_chest_open = GameBase.gi.soundindex("brain/brnatck1.wav");
			sound_tentacles_extend = GameBase.gi.soundindex("brain/brnatck2.wav");
			sound_tentacles_retract = GameBase.gi.soundindex("brain/brnatck3.wav");
			sound_death = GameBase.gi.soundindex("brain/brndeth1.wav");
			sound_idle1 = GameBase.gi.soundindex("brain/brnidle1.wav");
			sound_idle2 = GameBase.gi.soundindex("brain/brnidle2.wav");
			sound_idle3 = GameBase.gi.soundindex("brain/brnlens1.wav");
			sound_pain1 = GameBase.gi.soundindex("brain/brnpain1.wav");
			sound_pain2 = GameBase.gi.soundindex("brain/brnpain2.wav");
			sound_sight = GameBase.gi.soundindex("brain/brnsght1.wav");
			sound_search = GameBase.gi.soundindex("brain/brnsrch1.wav");
			sound_melee1 = GameBase.gi.soundindex("brain/melee1.wav");
			sound_melee2 = GameBase.gi.soundindex("brain/melee2.wav");
			sound_melee3 = GameBase.gi.soundindex("brain/melee3.wav");
			
			self.movetype = Defines.MOVETYPE_STEP;
			self.solid = Defines.SOLID_BBOX;
			self.s.modelindex = GameBase.gi.modelindex("models/monsters/brain/tris.md2");
			Math3D.VectorSet(self.mins, - 16, - 16, - 24);
			Math3D.VectorSet(self.maxs, 16, 16, 32);
			
			self.health = 300;
			self.gib_health = - 150;
			self.mass = 400;
			
			self.pain = brain_pain;
			self.die = brain_die;
			
			self.monsterinfo.stand = brain_stand;
			self.monsterinfo.walk = brain_walk;
			self.monsterinfo.run = brain_run;
			self.monsterinfo.dodge = brain_dodge;
			//		self.monsterinfo.attack = brain_attack;
			self.monsterinfo.melee = brain_melee;
			self.monsterinfo.sight = brain_sight;
			self.monsterinfo.search = brain_search;
			self.monsterinfo.idle = brain_idle;
			
			self.monsterinfo.power_armor_type = Defines.POWER_ARMOR_SCREEN;
			self.monsterinfo.power_armor_power = 100;
			
			GameBase.gi.linkentity(self);
			
			self.monsterinfo.currentmove = brain_move_stand;
			self.monsterinfo.scale = MODEL_SCALE;
			
			GameAI.walkmonster_start.think(self);
		}
		static M_Brain()
		{
			brain_sight = new AnonymousClassEntInteractAdapter();
			brain_search = new AnonymousClassEntThinkAdapter();
			brain_stand = new AnonymousClassEntThinkAdapter1();
			brain_idle = new AnonymousClassEntThinkAdapter2();
			brain_walk = new AnonymousClassEntThinkAdapter3();
			brain_duck_down = new AnonymousClassEntThinkAdapter4();
			brain_duck_hold = new AnonymousClassEntThinkAdapter5();
			brain_duck_up = new AnonymousClassEntThinkAdapter6();
			brain_dodge = new AnonymousClassEntDodgeAdapter();
			brain_dead = new AnonymousClassEntThinkAdapter7();
			brain_swing_right = new AnonymousClassEntThinkAdapter8();
			brain_hit_right = new AnonymousClassEntThinkAdapter9();
			brain_swing_left = new AnonymousClassEntThinkAdapter10();
			brain_hit_left = new AnonymousClassEntThinkAdapter11();
			brain_chest_open = new AnonymousClassEntThinkAdapter12();
			brain_tentacle_attack = new AnonymousClassEntThinkAdapter13();
			brain_chest_closed = new AnonymousClassEntThinkAdapter14();
			brain_melee = new AnonymousClassEntThinkAdapter15();
			brain_run = new AnonymousClassEntThinkAdapter16();
			brain_pain = new AnonymousClassEntPainAdapter();
			brain_die = new AnonymousClassEntDieAdapter();
		}
	}
}